-----------------
--英雄：龙骑士
--技能：神龙摆尾
--键位：W
--类型：指向目标
--作者：决明子
-----------------
local X = {}
local bot = GetBot()

local J = require( GetScriptDirectory()..'/FunLib/jmz_func')
local U = require( GetScriptDirectory()..'/AuxiliaryScript/Generic')

--初始数据
local ability = bot:GetAbilityByName('dragon_knight_dragon_tail')
local nKeepMana, nMP, nHP, nLV, hEnemyHeroList, hAlleyHeroList, aetherRange;

nKeepMana = 400 --魔法储量
nLV = bot:GetLevel(); --当前英雄等级
nMP = bot:GetMana()/bot:GetMaxMana(); --目前法力值/最大法力值（魔法剩余比）
nHP = bot:GetHealth()/bot:GetMaxHealth();--目前生命值/最大生命值（生命剩余比）
hEnemyHeroList = bot:GetNearbyHeroes(1600, true, BOT_MODE_NONE);--1600范围内敌人
hAlleyHeroList = bot:GetNearbyHeroes(1600, false, BOT_MODE_NONE);--1600范围内队友

--获取以太棱镜施法距离加成
local aether = J.IsItemAvailable("item_aether_lens");
if aether ~= nil then aetherRange = 250 else aetherRange = 0 end
    
--初始化函数库
U.init(nLV, nMP, nHP, bot);

--技能释放功能
function X.Release(castTarget)
    if castTarget ~= nil then
        X.Compensation()
        bot:ActionQueue_UseAbilityOnEntity( ability, castTarget ) --使用技能
    end
end

--补偿功能
function X.Compensation()
    J.SetQueuePtToINT(bot, true)--临时补充魔法，使用魂戒
end

--技能释放欲望
function X.Consider()

	-- 确保技能可以使用
    if ability == nil
	   or ability:IsNull()
       or not ability:IsFullyCastable()
	then
		return BOT_ACTION_DESIRE_NONE, 0; --没欲望
    end
    
	-- Get some of its values
	local nCastRange = ability:GetCastRange( );
	local nCastPoint = ability:GetCastPoint( );
	local nManaCost  = ability:GetManaCost( );
	local nDamage    = ability:GetAbilityDamage( );
	
	if bot:GetAttackRange() > 300
	then
		nCastRange = 400;
	end
		
	local tableNearbyEnemyHeroes = bot:GetNearbyHeroes( nCastRange + 100, true, BOT_MODE_NONE );
	
	--if we can kill any enemies
	for _,npcEnemy in pairs(tableNearbyEnemyHeroes)
	do
		if J.CanCastOnNonMagicImmune(npcEnemy) 
		   and J.CanCastOnTargetAdvanced(npcEnemy)
		   and ( J.CanKillTarget(npcEnemy, nDamage, DAMAGE_TYPE_MAGICAL) or npcEnemy:IsChanneling() ) 
		then
			return BOT_ACTION_DESIRE_HIGH, npcEnemy;
		end
	end
	
	--if enemy is channeling
	local nEnemysHeroesInView = bot:GetNearbyHeroes(800,true,BOT_MODE_NONE);
	if #nEnemysHeroesInView > 0 then
		for i=1, #nEnemysHeroesInView do
			if J.IsValid(nEnemysHeroesInView[i])
			   and J.CanCastOnNonMagicImmune(nEnemysHeroesInView[i]) 
			   and J.CanCastOnTargetAdvanced(nEnemysHeroesInView[i])
			   and nEnemysHeroesInView[i]:IsChanneling()
			then
				return BOT_ACTION_DESIRE_HIGH, nEnemysHeroesInView[i];
			end
		end
	end
	
	if J.IsInTeamFight(bot, 1200)
	then
		local npcMostDangerousEnemy = nil;
		local nMostDangerousDamage = 0;		
		
		for _,npcEnemy in pairs( tableNearbyEnemyHeroes )
		do
			if  J.IsValid(npcEnemy)
			    and J.CanCastOnNonMagicImmune(npcEnemy) 
				and J.CanCastOnTargetAdvanced(npcEnemy)
				and not J.IsDisabled(npcEnemy)
				and not npcEnemy:IsDisarmed()
			then
				local npcEnemyDamage = npcEnemy:GetEstimatedDamageToTarget( false, bot, 3.0, DAMAGE_TYPE_PHYSICAL );
				if ( npcEnemyDamage > nMostDangerousDamage )
				then
					nMostDangerousDamage = npcEnemyDamage;
					npcMostDangerousEnemy = npcEnemy;
				end
			end
		end
		
		if ( npcMostDangerousEnemy ~= nil )
		then
			return BOT_ACTION_DESIRE_HIGH, npcMostDangerousEnemy;
		end		
	end
	
	
	-- If we're seriously retreating, see if we can land a stun on someone who's damaged us recently
	if J.IsRetreating(bot)
	then
		if tableNearbyEnemyHeroes ~= nil 
		   and #tableNearbyEnemyHeroes >= 1 
		   and J.CanCastOnNonMagicImmune(tableNearbyEnemyHeroes[1]) 
		then
			return BOT_ACTION_DESIRE_HIGH, tableNearbyEnemyHeroes[1];
		end
	end
	
	if ( bot:GetActiveMode() == BOT_MODE_ROSHAN  ) 
	then
		local npcTarget = bot:GetAttackTarget();
		if ( J.IsRoshan(npcTarget) 
			 and J.IsInRange(npcTarget, bot, nCastRange + 150) 
             and not J.IsDisabled(npcTarget) )
		then
			return BOT_ACTION_DESIRE_LOW, npcTarget;
		end
	end
	
	-- If we're going after someone
	if J.IsGoingOnSomeone(bot)
	then
		local npcTarget = J.GetProperTarget(bot);
		if J.IsValidHero(npcTarget) 
		    and J.CanCastOnNonMagicImmune(npcTarget) 
			and J.CanCastOnTargetAdvanced(npcTarget)
			and J.IsInRange(npcTarget, bot, nCastRange + 200) 
            and not J.IsDisabled(npcTarget) 		
		then
			return BOT_ACTION_DESIRE_HIGH, npcTarget;
		end
	end
	
	return BOT_ACTION_DESIRE_NONE, 0;
	
end

return X;